• 0

    posted a message on Rotate Arrow

    ok thanks so much i didnt think of looking in doodads and the arrow looks better too!

    Posted in: Triggers
  • 0

    posted a message on Rotate Arrow

    its the arrow under shape in the terrain editor second from the top left

    P.S. i put this in the trigger section because i think the way to do it is by using an actor mesage in the trigger editor but im not sure.

    Posted in: Triggers
  • 0

    posted a message on Rotate Arrow

    I was just wondering if their was a way to rotate the arrow pointer so instead of it pointing down it points to the right or left?

    Posted in: Triggers
  • 0

    posted a message on Only Have One Useable Key

    bump

    Posted in: Triggers
  • 0

    posted a message on Only Have One Useable Key

    Im making a hotkey trainer and when it starts off you pick which race/races whose hotkeys you want to practice and after you do that it will start loading random units. The problem is that you can press any key and it will see it as correct. How can i isolate the unit being displayed. By the way when the game starts off no units are on the map and i used a unit type variable and a trigger to load a random integer from the unit type variable. Then it needs o load the next unit from the correct combination of races. A single race is not a problem.

    Posted in: Triggers
  • 0

    posted a message on I'm not sure what im doing wrong

    I was wondering if i could get some more help. Here i have two triggers and a variable

    Variable:
    
        Units = No Game Link <Game Link - Unit[114]>
    
    Trigger One:
            
            Variable - Set Units[0] = Archon
            Variable - Set Units[1] = Carrier
            Variable - Set Units[2] = Colossus
            Variable - Set Units[3] = Dark Templar
            Variable - Set Units[4] = High Templar
            Variable - Set Units[5] = Immortal
            Variable - Set Units[6] = Interceptor
            Variable - Set Units[7] = Mothership
            Variable - Set Units[8] = Observer
            Variable - Set Units[9] = Phoenix
            Variable - Set Units[10] = Probe
            Variable - Set Units[11] = Sentry
            Variable - Set Units[12] = Stalker
            Variable - Set Units[13] = Void Ray
            Variable - Set Units[14] = Warp Prism (Transport Mode)
            Variable - Set Units[14] = Warp Prism (Phasing Mode)
            Variable - Set Units[15] = Zealot
            Variable - Set Units[16] = Assimilator
            Variable - Set Units[17] = Cybernetics Core
            Variable - Set Units[18] = Dark Shrine
            Variable - Set Units[19] = Fleet Beacon
            Variable - Set Units[20] = Forge
            Variable - Set Units[21] = Gateway
            Variable - Set Units[22] = Nexus
            Variable - Set Units[23] = Photon Cannon
            Variable - Set Units[24] = Pylon
            Variable - Set Units[25] = Robotics Bay
            Variable - Set Units[26] = Robotics Facility
            Variable - Set Units[27] = Stargate
            Variable - Set Units[28] = Templar Archives
            Variable - Set Units[29] = Twilight Council
            Variable - Set Units[30] = Warp Gate
            Variable - Set Units[31] = Banshee
            Variable - Set Units[32] = Battlecruiser
            Variable - Set Units[33] = Ghost
            Variable - Set Units[34] = Hellion
            Variable - Set Units[35] = Marauder
            Variable - Set Units[36] = Marine
            Variable - Set Units[37] = Medivac
            Variable - Set Units[38] = MULE
            Variable - Set Units[39] = Point Defense Drone
            Variable - Set Units[40] = Raven
            Variable - Set Units[41] = Reaper
            Variable - Set Units[42] = SCV
            Variable - Set Units[43] = Siege Tank (Siege Mode)
            Variable - Set Units[44] = Siege Tank (Tank Mode)
            Variable - Set Units[45] = Thor
            Variable - Set Units[46] = Viking (Assault Mode)
            Variable - Set Units[47] = Viking (Fighter Mode)
            Variable - Set Units[48] = Armory
            Variable - Set Units[49] = Auto-Turret
            Variable - Set Units[50] = Barracks
            Variable - Set Units[51] = Barracks (Flying)
            Variable - Set Units[52] = Bunker
            Variable - Set Units[53] = Command Center
            Variable - Set Units[54] = Command Center (Flying)
            Variable - Set Units[55] = Engineering Bay
            Variable - Set Units[56] = Factory
            Variable - Set Units[57] = Factory (Flying)
            Variable - Set Units[58] = Fusion Core
            Variable - Set Units[59] = Ghost Academy
            Variable - Set Units[60] = Missile Turret
            Variable - Set Units[61] = Orbital Command
            Variable - Set Units[62] = Orbital Command (Flying)
            Variable - Set Units[63] = Planetary Fortress
            Variable - Set Units[64] = Reactor
            Variable - Set Units[65] = Refinery
            Variable - Set Units[67] = Sensor Tower
            Variable - Set Units[68] = Starport
            Variable - Set Units[69] = Starport (Flying)
            Variable - Set Units[70] = Supply Depot
            Variable - Set Units[71] = Supply Depot  (Lowered)
            Variable - Set Units[72] = Tech Lab
            Variable - Set Units[73] = Baneling
            Variable - Set Units[74] = Baneling (Burrowed)
            Variable - Set Units[75] = Brood Lord
            Variable - Set Units[76] = Corruptor
            Variable - Set Units[77] = Drone
            Variable - Set Units[78] = Drone (Burrowed)
            Variable - Set Units[79] = Hydralisk
            Variable - Set Units[80] = Hydralisk (Burrowed)
            Variable - Set Units[81] = Infested Terran (From Terran Infestation Rupture)
            Variable - Set Units[82] = Infested Terran (From Terran Infestation Rupture, Burrowed)
            Variable - Set Units[83] = Infestor (Spellcaster)
            Variable - Set Units[84] = Infestor (Spellcaster - Burrowed)
            Variable - Set Units[85] = Larva
            Variable - Set Units[86] = Mutalisk
            Variable - Set Units[87] = Overlord
            Variable - Set Units[88] = Overseer
            Variable - Set Units[89] = Queen - Queen
            Variable - Set Units[90] = Queen - Queen (Burrowed)
            Variable - Set Units[91] = Roach
            Variable - Set Units[92] = Roach (Burrowed)
            Variable - Set Units[93] = Ultralisk
            Variable - Set Units[94] = Ultralisk  (Burrowed)
            Variable - Set Units[95] = Zergling
            Variable - Set Units[96] = Zergling (Burrowed)
            Variable - Set Units[97] = Baneling Nest
            Variable - Set Units[98] = Creep Tumor
            Variable - Set Units[99] = Evolution Chamber
            Variable - Set Units[100] = Extractor
            Variable - Set Units[101] = Greater Spire
            Variable - Set Units[102] = Hatchery
            Variable - Set Units[103] = Hydralisk Den
            Variable - Set Units[104] = Infestation Pit
            Variable - Set Units[105] = Nydus Network
            Variable - Set Units[106] = Nydus Worm (Canal)
            Variable - Set Units[107] = Roach Warren
            Variable - Set Units[108] = Spawning Pool
            Variable - Set Units[109] = Spine Crawler
            Variable - Set Units[110] = Spine Crawler (Uprooted)
            Variable - Set Units[111] = Spire
            Variable - Set Units[112] = Spore Crawler
            Variable - Set Units[113] = Spore Crawler (Uprooted)
            Variable - Set Units[114] = Ultralisk Cavern
    
    And Trigger Two:
    
        Events
            Dialog - Any Dialog Item is used by Player 1 with event type Clicked
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[2] == (Used dialog item)
                Then
                    Dialog - Destroy all items for (Last created dialog)
                    Dialog - Destroy all dialogs
                    Unit - Create 1 Units[(Random integer between 0 and 30)] for player 1 at Apperance Point facing 270.0 degrees (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[3] == (Used dialog item)
                Then
                    Dialog - Destroy all items for (Last created dialog)
                    Dialog - Destroy all dialogs
                    Unit - Create 1 Units[(Random integer between 31 and 72)] for player 1 at Apperance Point facing 270.0 degrees (No Options)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[4] == (Used dialog item)
                Then
                    Dialog - Destroy all items for (Last created dialog)
                    Dialog - Destroy all dialogs
                    Unit - Create 1 Units[(Random integer between 73 and 114)] for player 1 at Apperance Point facing 270.0 degrees (No Options)
    

    As far as I know they should work but I keep getting this error and nothing happens.

    00:00:01.56 Trigger Error in 'gt_MoveUnit_Func': Could not get 'unit type' from parameter in 'sUnitCreate' (value: 0)

    Can someone help me out please?

    Posted in: Triggers
  • 0

    posted a message on Move Random Unit

    ok thanks

    Posted in: Triggers
  • 0

    posted a message on Move Random Unit

    Is their a way to move a random unit from a region without using unit groups. Any way would be great.

    Posted in: Triggers
  • 0

    posted a message on I'm not sure what im doing wrong

    thanks for the help i got it working i got rid of the conditions in trigger 2 and changed from last created dialogue item to used dialog item

    Posted in: Triggers
  • 0

    posted a message on I'm not sure what im doing wrong

    im trying to have 7 button that load different combination of races.

    Posted in: Triggers
  • 0

    posted a message on I'm not sure what im doing wrong

    im making a make and at the start of it their is a dialog 7 different choice and i cant get the buttons to work mabey someone can point out what im doing wrong. it would be a great help.

    Trigger 1:

    Melee Initialization
        Events
            Game - Map initialization
        Local Variables
        Conditions
        Actions
            Trigger - Run Unit Groups  (Check Conditions, Don't Wait until it finishes)
            Camera - Pan the camera for player 1 to Apperance Point over 0.0 seconds with 100% initial velocity, 0% deceleration, and Do Not use smart panning
            Camera - Lock camera input for player 1
            Dialog - Create a Modal dialog of size (1500, 300) at (0, 0) relative to Center of screen
            Variable - Set Dialog[0] = (Last created dialog item)
            Dialog - Create a label for dialog (Last created dialog) with the dimensions (800, 400) anchored to Top Left with an offset of (50, 50) with the text "Pick the race who's hotkeys you wna..." color set to White text writeout set to false with a writeout duration of 2.0
            Variable - Set Dialog[1] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (400, 50) anchored to Top Left with an offset of (50, 100) setting the tooltip to "" with button text "Protoss" and the hover image set to ""
            Variable - Set Dialog[2] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (400, 50) anchored to Top with an offset of (0, 100) setting the tooltip to "" with button text "Terran" and the hover image set to ""
            Variable - Set Dialog[3] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (400, 50) anchored to Top Right with an offset of (50, 100) setting the tooltip to "" with button text "Zerg" and the hover image set to ""
            Variable - Set Dialog[4] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (400, 50) anchored to Top Left with an offset of (50, 150) setting the tooltip to "" with button text "Protoss + Terran" and the hover image set to ""
            Variable - Set Dialog[5] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (400, 50) anchored to Top with an offset of (0, 150) setting the tooltip to "" with button text "Protoss + Zerg" and the hover image set to ""
            Variable - Set Dialog[6] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (400, 50) anchored to Top Right with an offset of (50, 150) setting the tooltip to "" with button text "Terran + Zerg" and the hover image set to ""
            Variable - Set Dialog[7] = (Last created dialog item)
            Dialog - Create a button for dialog (Last created dialog) with the dimensions (1400, 50) anchored to Top with an offset of (0, 200) setting the tooltip to "" with button text "Protoss + Terran + Zerg" and the hover image set to ""
            Variable - Set Dialog[8] = (Last created dialog item)
            Dialog - Show (Last created dialog) for (All players)
            Trigger - Run Move Units  (Check Conditions, Wait until it finishes)
    

    Trigger 2:

    Move Units
        Events
            Dialog - Any Dialog Item is used by Player 1 with event type Clicked
        Local Variables
        Conditions
            (Dialog containing (Used dialog item)) == (Last created dialog)
            (Used dialog item) == Dialog[2]
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[2] == (Last created dialog item)
                Then
                    Trigger - Run Move Protoss  (Check Conditions, Don't Wait until it finishes)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[3] == (Last created dialog item)
                Then
                    Trigger - Run Move Terran  (Check Conditions, Don't Wait until it finishes)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[4] == (Last created dialog item)
                Then
                    Trigger - Run Move Zerg  (Check Conditions, Don't Wait until it finishes)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[5] == (Last created dialog item)
                Then
                    Trigger - Run Move Protoss  (Check Conditions, Don't Wait until it finishes)
                    Trigger - Run Move Terran  (Check Conditions, Don't Wait until it finishes)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[6] == (Last created dialog item)
                Then
                    Trigger - Run Move Protoss  (Check Conditions, Don't Wait until it finishes)
                    Trigger - Run Move Zerg  (Check Conditions, Don't Wait until it finishes)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[7] == (Last created dialog item)
                Then
                    Trigger - Run Move Terran  (Check Conditions, Don't Wait until it finishes)
                    Trigger - Run Move Zerg  (Check Conditions, Don't Wait until it finishes)
                Else
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Dialog[8] == (Last created dialog item)
                Then
                    Trigger - Run Move Protoss  (Check Conditions, Don't Wait until it finishes)
                    Trigger - Run Move Terran  (Check Conditions, Don't Wait until it finishes)
                    Trigger - Run Move Zerg  (Check Conditions, Don't Wait until it finishes)
                Else
    
    Posted in: Triggers
  • 0

    posted a message on No Cursor

    I was using the editor an all of a sudden when i tested my game the cursor disappeared but i could still click on thing and the life bars would still show up and when i clicked menu it reappered anyone else having this problem and if so how do i fix it? I also went into the game and same thin worked in login screen the after i logged in it dissappeared.

    Posted in: Galaxy Editor Bugs and Feedback
  • To post a comment, please or register a new account.